/** * vBulletin 3.8.7 CSS * Style: 'Guild Wars Guru V3B'; Style ID: 13 */ body { background: #AB9C7F; color: #000000; font: 10pt verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; margin: 0px; padding: 0px; } a:link, body_alink { color: #750000; } a:visited, body_avisited { color: #750000; } a:hover, a:active, body_ahover { color: #BD6F01; } .page { color: #000000; } td, th, p, li { font: 10pt verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; } .tborder { background: #9E8C70; color: #000000; border: 1px solid #000000; } .tcat { background: #AC9D86 url(../Img/forumT2_catbg.gif) repeat-x top left; color: #3C3326; font: bold 10pt verdana, geneva, lucida, 'lucida grande', arial, helvetica, sans-serif; } .tcat a:link, .tcat_alink { color: #3C3326; text-decoration: none; } .tcat a:visited, .tcat_avisited { color: #3C3326; text-decoration: none; } .tcat a:hover, .tcat a:active, .tcat_ahover { color: #000000; text-decoration: underline; } .thead { background: #423A2F url(../Img/forumT2_headbg.gif) repeat-x top left; 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color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured { border-bottom:1px solid #333; overflow:hidden; padding-bottom:1.5em; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float:left; width:23.4625%; margin-left:2.05%; } .ie7 .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { width:22.4625%; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem:first-child { margin-left:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { text-indent:-9999px; display:block; width:146px; height:102px; background-repeat:no-repeat; background-position:0 0; margin:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2g h4 { background-image:url(../Img/featured-gw2g.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-lolpro h4 { background-image:url(../Img/featured-lolpro.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-mmoc h4 { background-image:url(../Img/featured-mmoc.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2db h4 { background-image:url(../Img/featured-gw2db.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a { display:block; cursor:pointer; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a:hover h4 { background-position:0 -102px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { margin:0; background:#262626; -webkit-border-bottom-right-radius:8px; -moz-border-bottom-right-radius:8px; -ms-border-bottom-right-radius:8px; -o-border-bottom-right-radius:8px; border-bottom-right-radius:8px; -webkit-border-bottom-left-radius:8px; -moz-border-bottom-left-radius:8px; -ms-border-bottom-left-radius:8px; -o-border-bottom-left-radius:8px; border-bottom-left-radius:8px; width:126px; padding:5px 10px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dt { font-weight:bold; color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dd { margin:0; font-size:11px; white-space:normal; line-height:13px; color:#ddd; } .t-footer .t-footer-curseNetwork .t-footer-browse { position:relative; padding-left:170px; } .t-footer .t-footer-curseNetwork .t-footer-browse:before,.t-footer .t-footer-curseNetwork .t-footer-browse:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a { position:absolute; left:0; width:150px; font-weight:bold; color:#4b4b4b; text-shadow:0 1px 0 #000; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a.j-selected,.t-footer .t-footer-curseNetwork .t-footer-browse>li>a:hover { background:#2c2c2c; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-coreLinks>a { top:0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-communityLinks>a { top:20px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-databaseLinks>a { top:40px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-wikiLinks>a { top:60px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { display:none; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:before,.t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li { float:left; width:143px; margin:0 20px 2px 0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a { display:block; background:#2c2c2c; padding:0 3px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a:hover { background:#383838; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul.j-list-selected { display:block; } .t-footer .t-footer-curseLinks { background:#191919; clear:both; } .t-footer .t-footer-curseLinks>ul { width:1000px; margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } GWEN blessings based on surroundings - Guild Wars Forums - GW Guru
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Old Jun 28, 2008, 05:13 PM // 17:13   #1
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Default GWEN blessings based on surroundings

When we're grinding for GWEN reputation points, it's nice to get the extra bonuses every 25 kills. But it's a major pain if you get a boss bounty when there is no boss around, or even right after you kill one. There's no way you'll get to it in time. And the time attack when there are no mobs around? What's the point?

Give us something we can use. My fiance and I have the same idea - when we get a random bonus, don't make it so "random". Base it on the surroundings. For instance, if you are near a boss, you could get the boss bounty OR a random amount of points, or even a hunt rank up. But if you're not around a boss, don't give us a boss bounty because it's pointless. The same thing if there are no bosses left in the map because you already killed them all. I've even left a few bosses (like Myish) so that if I were to get the boss bounty I could go back to her. But by the time I get it I'm on the other end of the map. Give us something that we can use.

And don't give me anything about how this will make farming easier, it's still a major grind even when it's double rep weekend. In hard mode it would still be a challenge, but perhaps in hard mode that's when the random generator will work, with the boss bounty when no boss is around to see if you can get to one or something. But in normal mode, the random generators shouldn't be so random, they should be based on your surroundings.
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Old Jun 28, 2008, 05:22 PM // 17:22   #2
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While anet's at it can they make it so you cant recvieve the same blessing as your under? Its a pain seening 'You earned the hunt rampage' when youve had one for the past 20mins

/signed for yours too
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Old Jun 28, 2008, 06:08 PM // 18:08   #3
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Good idea i like it , it would be very usefull cause you can better put the blessings to use and i go another idea for an instance like if you quickly are killing monsters like berserking you get the rampage bonus just like you had intended and let the per 25 kills blessing go away instead ^^
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Old Jun 28, 2008, 06:13 PM // 18:13   #4
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Quote:
Originally Posted by Tender Wolf
when we get a random bonus, don't make it so "random".
I just have to /SIGN this one.

Yes to making a random bonus less random.
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Old Jun 28, 2008, 08:07 PM // 20:07   #5
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/notsigned

People dont need more incentive to grind.
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Old Jun 28, 2008, 08:08 PM // 20:08   #6
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/unsigned

Random is..... random. May as well start asking for everyone to get the mini pet they WANT, not a random one on their characters birthday. Or for a boss to drop an elite tome (in HM), green, or passage scroll based on what we want, not a RANDOM decision. Or, may make Smite Crawlers only drop Ecto, not something random.

Random has a place, and I like it in the blessing rewards. I don't like getting a Boss Bounty when I just killed the last boss, but I like the fact that it is random.
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Old Jun 28, 2008, 08:22 PM // 20:22   #7
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/not signed.

As magma said, "random is random." The only thing I'd like to see changed is how the random bonus is applied to multi-player parties. I think everyone in a party should get the same bonus. That way, everyone is on the same page when out vanquishing zones. It kinda sucks when player A gets the boss bounty, player B gets rampage bonus, and player C gets 30 rep points.
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Old Jun 28, 2008, 09:20 PM // 21:20   #8
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/sign for everyone getting the same bonuses. That way we won't have people rushing off into mobs to complete their time attack, while another guy is frantically pinging a boss for his boss bounty, and while the rest of the team is casually strolling to a shrine to get bounties because they don't have any bonuses to complete.

Also, I will /sign for not receiving the same bonus over and over again.
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Old Jun 28, 2008, 09:28 PM // 21:28   #9
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I'm with Kook and Marverick on this one. I don't care what the bonus is as long as the whole party is working towards the same goal.

However I'm very anti-PUG so I'll be talking on Vent about what I got to anybody I care to run with, so I'm pretty much indifferent.

So I guess /signed?
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Old Jun 28, 2008, 10:00 PM // 22:00   #10
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Worst experience I've ever had with blessings is almost finishing up my last vanquish and getting a Time Attack. There were nine enemies left.

As long as we don't get stupid stuff like that and no boss bounties when we've killed all of the bosses, I'd be happy. I couldn't care less about anything else.
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Old Jun 28, 2008, 11:04 PM // 23:04   #11
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Ah yes, how could I forget overlapping bonuses? Yeah if you have the rampage already, for crying out loud don't give ti to us again. What good does that do? Now if it's about to die or has died, sure. I also agree that everyone in a party should get the same blessing to prevent the constant splitting up and instakills. It's also annoying when someone keeps pinging their bounty like we don't know they have the time attack or boss bounty. If we all have the same blessing, it's easier on everyone. But again, make it match the surroundings as mentioned above.

Regarding the random mini pets, I made a post awhile back with a solution to that - if a character on your account has already gotten a particular mini, no other character on that account should get it again. Why would someone want 5 whiptails? It's not like they can sell them, the price guide states they're the least popular mini in the game. Boss drops, on the other hand, are fine. Sure it's nice to get a green or elite tome from them or even a gold but I think their drops are okay.
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Old Jun 29, 2008, 01:48 AM // 01:48   #12
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The only thing that should be changed is that you shouldn't be able to get a bonus you already have. Other than that it's fine.
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Old Jun 29, 2008, 06:17 AM // 06:17   #13
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It supposed to be like that. If you got a boss bounty whenever you were near a boss they might as well give you 300 points. Giving you a boss bounty randomly is supposed to make you suddenly rush off to the nearest boss, it adds a little panic and time frame. Same with time-attack...
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Old Jun 29, 2008, 07:57 AM // 07:57   #14
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Quote:
Originally Posted by Tender Wolf
when we get a random bonus, don't make it so "random".
Winner quote here.
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Old Jun 29, 2008, 08:31 AM // 08:31   #15
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Quote:
Originally Posted by romeus petrus
/notsigned

People dont need more incentive to grind.
Quote:
Originally Posted by MagmaRed
/unsigned

Random is..... random.
Both are qtf. /notsigned
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Old Jun 29, 2008, 01:48 PM // 13:48   #16
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/notsigned

Random is random, you can't change that. The system is fine the way it is, there's no reason to change it.
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Old Jun 29, 2008, 01:51 PM // 13:51   #17
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/signed. It's a great idea.
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Old Jun 29, 2008, 03:19 PM // 15:19   #18
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Quote:
Originally Posted by MagmaRed
Random is..... random.
And it shouldn't be so random. Specially when the party does not share the bounties.

- The bounties given should be the same for the whole party.
- The +rank should be given at fixed % of monsters killed (25,50 and 75%), and NPCs should not give ranks ups, just points.
- Boss hunts should be given only if there are bosses left.

The rest may or may not remain random. I don't care about those much.
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Old Jun 29, 2008, 03:27 PM // 15:27   #19
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Quote:
Originally Posted by MithranArkanere
And it shouldn't be so random.
So you want them to remove the random part. I understand, I just don't agree.
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Old Jun 29, 2008, 03:41 PM // 15:41   #20
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There is a difference between ,,good random'' and ,,bad random''.

For example, good random is when a dungeons is unique, but is possible to conquer.
Bad random when dungeon is either lame and short or impossible to get out of (for example, Mind Level of that strange scientist in Hellgate - I was searching for the exit for like 30 minutes and I had to resort to relog ;d).

Or RANDOM EVENTS. Good random - they are balanced. Bad random - one event repeats every 2 months (GvG was in april...).
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